| quote 2 = We’re happier with more recent freeze changes succeeding in some of the intentions of older nerfs, given the base tower value in races being hit far more than intended we’re going back over the pierce for Ice Monkey base & middle crosspath.
| quote 2 = We’re happier with more recent freeze changes succeeding in some of the intentions of older nerfs, given the base tower value in races being hit far more than intended we’re going back over the pierce for Ice Monkey base & middle crosspath.
| quote 1 = We’re looking to shakeup mortar in a couple small ways this update, along with Striker Jones changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath.
| quote 1 = We’re looking to shakeup mortar in a couple small ways this update, along with Striker Jones changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath.
| changes 2 = *{{nerf|Mortar Monkey pierce reduced|40|25|note=Bigger Blast and its subsequent upgrades unchanged}}
| changes 2 = *{{nerf|Explosion: pierce reduced|40|25|note=Bigger Blast and its subsequent upgrades unchanged}}
| quote 2 = To reduce the great feeling of loss that some players feel when upgrading to Pop and Awe & losing their Artillery Battery ability, this upgrade is seeing a stat rework that considers Artillery Battery as now always active at T5 instead of pumping up the damage numbers.
| quote 2 = To reduce the great feeling of loss that some players feel when upgrading to Pop and Awe & losing their Artillery Battery ability, this upgrade is seeing a stat rework that considers Artillery Battery as now always active at T5 instead of pumping up the damage numbers.
Resolved some cases where merging paths could incorrectly see Bloons on the last segment before swapping path as untargetable (Notably on Workshop) (bug fix)
Resolved a crash that someone had on Dark Dungeons
Misc. fixes
Resolved a bug preventing Golden Bloons working correctly for all players in co-op (bug fix)
Resolved a daily challenge title display bug that could occur
Resolved a softlock when accepting an invite to a co-op game while in an Odyssey
Entering a co-op lobby will now show a ‘loading map’ instead of defaulting to displaying Monkey Money when the actual selected map has not loaded yet
Behind the scenes updates to Co-op Area Division data
Added commas to co-op cash panel
Tower UI when it can't fetch the correct value of an upgrade will no longer display unreasonably high numbers
A number of localization updates and fixes
Resolved an issue sometimes incorrectly blocking abilities from being used
Resolved an issue with hero portrait updates not correctly displaying when viewing upgrades within the Heroes menu
Resolved a rare case which could prevent abilities from being activated when they should be ready
Resolved an issue that could cause Team Search to break and display no results when there should be results
Resolved an issue where navigating to the trophy store via the Jukebox menu would not take you to the correct tab
Resolved a crash that could occur when a tower expires at the end of a round
Resolved an issue with some saves becoming corrupted
Overall audio polish throughout many parts of the UI
Resolved a bug that could allow players to enable multiple avatars
Interacting with an upgrade ready to unlock will now select that upgrade when opening the upgrade screen
The use of Pre-emptive with power mostly limited to damage only to top-layer leaves it in a small niche that can’t totally function on its own, so we’re slightly improving its ceramic cleanup and lowering the upgrade cost to allow more leeway for combinations to pair with it. — Update notes
Support Chinook struggles to do anything with its main attack due to the projectile spawn offset changing at this tier, so we’re slightly tweaking the main attack to assist it here. — Update notes
We’re looking to shakeup mortar in a couple small ways this update, along with Striker Jones changes noted further on for ‘multi-mortaring’ synergy. From the base level Mortar has far more pierce than should ever be necessary at low rounds but doesn’t hit beefy enough for the low fire rate, so we are trading up some base pierce for damage, instead moving this lost pierce up into crosspath. — Update notes
Much more of the potential power from this path is obtained at the T4 than the x3x, leaving Hydra Rockets as a mediocre save-up, so more price is shifting up from T3 into T4. — Update notes
We set up for this Wall of Fire change quite a while ago, however finally it feels that Wall of Fire has cooled off enough to smooth out the curve a little more, granting it seamless uptime with crosspathing and a lower price tag. — Update notes
Minor strategic balancing for temple builds, as Military is very much intended to be the more range-based sacrifices that are ignorant of vision blockers. — Update notes
Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration. — Update notes
Alchemist 220 stands out a little too effectively in the crosspath efficiency of Acidic Mixture Dip uptime combined with the reduced forced downtime at 320 and so is being reduced. — Update notes
Experimenting more with druid ‘life play’ functionality, similar to Heart of vengeance, we’re adding new functionality to Heart of Oak along with improved means of building into this with the Jungle’s Bounty upgrade — Update notes
The mid spike factory by many players has been ignored outside of few very specific situations for a long time and after fixing some issues, mainly a bug with the shotgunning of projectiles as they spawn, we’re trying a large power increase to more effectively balance the Shredder for its MOAB Damage purpose. — Update notes
Applying pierce crosspathing to Sentry Champion only granting an abysmal +1 pierce to the explosion while an intended joke at the time still feels a little silly, we’re separating that up to get its own larger increase now. — Update notes
Great White lacks a lot of pierce for an upgrade with a slower widespread AoE design for the price range. — Update notes
”
Tiers
Changes
“
Velociraptor performs as one of the most exceptional early tier upgrades in the game. We’ve been going tame on this path so far as we’re happy for it to stay one of the top options, however it is too far ahead still so we are smoothing out the attack rates to match T-rex. — Update notes
”
Tiers
Changes
“
Horned Owl’s pierce is too high in the base upgrade with very low value from merging, so more of this is shifting into the merge benefit. — Update notes
Gwen’s early game is just too much, especially far too excessive with the right combinations of knowledge / relic buffs so some of this power is being pushed up more with a makeup buff to cocktail at Lv7 where this has started to fall off by. — Update notes
”
Levels
Changes
3-6
Cocktail of Fire ability pierce reduced ― 40 → 30
7+
Cocktail of Fire ability pierce increased ― 30 → 50
6-8
Base attack burn damage reduced ― 2 → 1
9
Base attack burn damage reduced ― 4 → 2
10+
Lv10+ Base attack burn damage remains +1 per level
We were hopeful to get this in early last year, however it was delayed at the time in favour of other things. Finally though, along with the other Mortar changes in this update it feels like a good time for Jones to learn a new Lv7 QoL ability designed around managing large numbers of mortars more effectively. — Update notes
”
Levels
Changes
7+
Target Focus ability: For 15 seconds all Mortars will follow touch/cursor & have 30% improved accuracy (45s cooldown)
Note: Ninja Kiwi said 30 seconds in the patch notes but in game testing proves this wrong
At the end of the ability duration, mortars snap back to their previous set location
A new target can be set on any Mortar during this ability to break them out early
Adora performs extremely well throughout the hardest rounds without any significant weakness that feel fairly comparable to other top of the line heroes. Due to very high ability uptime there is low strategic requirement to her ability timing much of the time, and a strong highly buffable baseline of power even when abilities are not active. — Update notes
To make things a little clearer for players attempting to be precise with their Paragon Totem farming, the number of totems placed will now be tallied up and listed whenever one is selected. — Update notes
”
Levels
Changes
20
Each Paragon totem placed now displays a buff icon with a stack count that displays how many are placed
5+
Lv5 & Lv15 Sharpening Stones can no longer stack their benefits (bug fix)
7+
Blade Trap can now benefit from Camo granted to Geraldo (bug fix)
Flint Tip Darts should no longer be able to skip its final damage tic (bug fix)
Bigger Bloon Sabotage CT Relic should now correctly reduce MOAB Speed (bug fix)
Paragons
“
For this update we’ve given Paragons their own section due to the large number of changes to this system. Also note, while we have provided the numerical changes do not take any of the raw damage numbers at face value - they will not be entirely equivalent to actual performance changes in gameplay
”
For more details on the Paragon Rework please check out this Reddit post by Ninja Kiwi as it explains most of the changes.
Fixes and changes
Resolved a bug that was benefitting different paragons boss damage by differing amounts
Note: Net nerf for most paragons
Resolved an issue preventing other Paragon damage bonuses (like Ceramic/Camo) from scaling well with degrees
Building any Paragon in a real game now will now unlock that Paragon’s upgrade for use in sandbox
Paragon Cash Slider
Upon purchasing any Paragon upgrade, the confirmation prompt now includes an option to inject extra cash into the transformation.
This scales from $0 up to the max amount of cash that could be spent to max cash contribution, and also displays a combined cost of this plus the base upgrade cost
This contributes to the paragon cash contributed by absorbed towers scaling value at 5% reduced efficiency
Boss Bonus Damage
“
As most paragons were positively benefiting in terms of boss damage, we want to increase the intended Boss Damage multiplier a little more. — Update notes
”
Paragon Boss damage multiplier each 20 degrees increased ― 20% → 25%
Cost per power reduced ― $25 → $6.375/$7.5/$8.1/$9
Base damage reduced ― 20 → 15
Damage to Ceramics increased ― +30 → +75
Base attack cooldown increased ― 0.35s → 0.4s
Resolved an inconsistency with Master Double Cross contributing far more to Paragon Degrees than it should be worth (bug fix)
Note: This inconsistency is a 4th tier 5 tower contributing an extra 10,000 power from the cash contribution resulting in a degree 30 Dart Paragon.This change also affects other Paragons but only in coop.
Has less Boss damage, especially on Elite and at higher Degrees